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use std::fs::read_to_string;
use std::io::Error as IoError;
use std::path::{Path, PathBuf};
use crate::opengl::shader::{
Error as ShaderError,
Kind as ShaderKind,
Program as ShaderProgram,
Shader,
};
use crate::renderer::Renderable;
use crate::shader_preprocessor::{Error as ShaderPreprocessorError, ShaderPreprocessor};
use crate::texture::Texture;
use crate::transform::Transform;
use crate::vector::Vec3;
use crate::vertex::Vertex;
const SHADER_DIR: &str = "engine";
const VERTEX_SHADER_FILE: &str = "vertex.glsl";
const FRAG_SHADER_COLOR_FILE: &str = "fragment-color.glsl";
const FRAG_SHADER_TEXTURE_FILE: &str = "fragment-texture.glsl";
#[derive(Debug)]
pub struct Object
{
id: Id,
renderable: Renderable,
transform: Transform,
texture: Option<Texture>,
}
impl Object
{
/// Returns the object ID.
#[must_use]
pub fn id(&self) -> Id
{
self.id
}
#[must_use]
pub fn position(&self) -> &Vec3<f32>
{
self.transform.position()
}
pub fn translate(&mut self, translation: Vec3<f32>)
{
self.transform
.set_position(self.transform.position().clone() + translation);
}
pub fn scale(&mut self, scaling: Vec3<f32>)
{
self.transform.set_scale(scaling);
}
#[must_use]
pub fn texture(&self) -> Option<&Texture>
{
self.texture.as_ref()
}
pub(crate) fn renderable(&self) -> &Renderable
{
&self.renderable
}
pub(crate) fn transform(&self) -> &Transform
{
&self.transform
}
}
/// Object builder.
#[derive(Debug, Default)]
pub struct Builder
{
vertices: Vec<Vertex>,
indices: Option<Vec<u32>>,
texture: Option<Texture>,
}
impl Builder
{
/// Returns a new [`Object`] builder.
#[must_use]
pub fn new() -> Self
{
Self::default()
}
#[must_use]
pub fn vertices(mut self, vertices: impl IntoIterator<Item = Vertex>) -> Self
{
self.vertices = vertices.into_iter().collect();
self
}
#[must_use]
pub fn indices(mut self, indices: impl IntoIterator<Item = u32>) -> Self
{
self.indices = Some(indices.into_iter().collect());
self
}
#[must_use]
pub fn texture(mut self, texture: Texture) -> Self
{
self.texture = Some(texture);
self
}
/// Builds a new [`Object`].
///
/// # Errors
/// Will return `Err` if:
/// - Creating shaders fails
/// - Linking the shader program fails
pub fn build(self, id: Id) -> Result<Object, Error>
{
let vertex_shader_file = Path::new(SHADER_DIR).join(VERTEX_SHADER_FILE);
let fragment_shader_color_file =
Path::new(SHADER_DIR).join(FRAG_SHADER_COLOR_FILE);
let fragment_shader_texture_file =
Path::new(SHADER_DIR).join(FRAG_SHADER_TEXTURE_FILE);
let vertex_shader_content =
read_to_string(&vertex_shader_file).map_err(|err| {
Error::ReadShaderFailed {
source: err,
shader_file: vertex_shader_file.clone(),
}
})?;
let fragment_shader_color_content = read_to_string(&fragment_shader_color_file)
.map_err(|err| Error::ReadShaderFailed {
source: err,
shader_file: fragment_shader_color_file.clone(),
})?;
let fragment_shader_texture_content =
read_to_string(&fragment_shader_texture_file).map_err(|err| {
Error::ReadShaderFailed {
source: err,
shader_file: fragment_shader_texture_file.clone(),
}
})?;
let shader_preprocessor = ShaderPreprocessor::new(PathBuf::from(SHADER_DIR));
let vertex_shader_content_preprocessed = shader_preprocessor
.preprocess(vertex_shader_content, &vertex_shader_file)
.map_err(|err| Error::PreprocessShaderFailed {
source: err,
shader_file: vertex_shader_file,
})?;
let frag_shader_color_content_preprocessed = shader_preprocessor
.preprocess(fragment_shader_color_content, &fragment_shader_color_file)
.map_err(|err| Error::PreprocessShaderFailed {
source: err,
shader_file: fragment_shader_color_file,
})?;
let frag_shader_texture_content_preprocessed = shader_preprocessor
.preprocess(
fragment_shader_texture_content,
&fragment_shader_texture_file,
)
.map_err(|err| Error::PreprocessShaderFailed {
source: err,
shader_file: fragment_shader_texture_file,
})?;
let vertex_shader =
Self::create_shader(ShaderKind::Vertex, &vertex_shader_content_preprocessed)
.map_err(Error::CreateVertexShaderFailed)?;
let fragment_shader = Self::create_shader(
ShaderKind::Fragment,
if self.texture.is_some() {
&frag_shader_texture_content_preprocessed
} else {
&frag_shader_color_content_preprocessed
},
)
.map_err(Error::CreateFragmentShaderFailed)?;
let shader_program = ShaderProgram::new();
shader_program.attach(&vertex_shader);
shader_program.attach(&fragment_shader);
shader_program
.link()
.map_err(Error::LinkShaderProgramFailed)?;
let renderable =
Renderable::new(shader_program, &self.vertices, self.indices.as_deref());
let transform = Transform::new();
Ok(Object {
id,
renderable,
transform,
texture: self.texture,
})
}
fn create_shader(kind: ShaderKind, source: &str) -> Result<Shader, ShaderError>
{
let shader = Shader::new(kind);
shader.set_source(source)?;
shader.compile()?;
Ok(shader)
}
}
/// Object error
#[derive(Debug, thiserror::Error)]
pub enum Error
{
#[error("Failed to create vertex shader")]
CreateVertexShaderFailed(#[source] ShaderError),
#[error("Failed to create fragment shader")]
CreateFragmentShaderFailed(#[source] ShaderError),
#[error("Failed to link shader program")]
LinkShaderProgramFailed(#[source] ShaderError),
#[error("Failed to read shader {}", shader_file.display())]
ReadShaderFailed
{
#[source]
source: IoError,
shader_file: PathBuf,
},
#[error("Failed to preprocess shader {}", shader_file.display())]
PreprocessShaderFailed
{
#[source]
source: ShaderPreprocessorError,
shader_file: PathBuf,
},
}
/// Object ID.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct Id
{
id: u16,
}
impl Id
{
/// Returns a new object ID.
#[must_use]
pub fn new(id: u16) -> Self
{
Self { id }
}
}
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